Wiki

effect · navy_experience

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

add naval experience for country

Hands-On Notes

Hands-on notes are AI-generated and checked against the vanilla command vocabulary — treat them as a starting point, not authoritative reference. The definition above is the game's own documentation.

Hands-On Usage

navy_experience is commonly used in national focuses, decisions, or events to grant a specified amount of naval experience to the player or AI nations, enabling them to unlock ship designs or promote naval leaders. For example, experience can be awarded immediately upon completion of a "Naval Expansion" themed focus, or distributed as spoils of war in a specific naval victory event.

# Award naval experience upon focus completion
focus = {
    id = expand_naval_doctrine
    ...
    completion_reward = {
        navy_experience = 50
    }
}

Synergy

  • [air_experience](/wiki/effect/air_experience) / [army_experience](/wiki/effect/army_experience): The three branches of military experience typically appear together, used in "Full Military Readiness" themed focuses or decisions to simultaneously boost land, naval, and air experience.
  • [add_tech_bonus](/wiki/effect/add_tech_bonus): When granting experience, concurrently accelerate naval technology research; the combination of both makes naval development pathways smoother.
  • [has_navy_size](/wiki/trigger/has_navy_size) (note: this trigger is not whitelisted; use instead) [any_navy_leader](/wiki/trigger/any_navy_leader): First check whether the nation possesses naval leaders before distributing experience, avoiding meaningless rewards to landlocked nations.
  • [create_navy_leader](/wiki/effect/create_navy_leader): Create naval leaders first, then grant experience, ensuring the experience has "consumers" available for fleet command upgrades.

Common Pitfalls

  1. Using outside COUNTRY scope: navy_experience can only act on country scope; if written within STATE or UNIT LEADER scope, the game silently ignores it without error, causing effects to mysteriously fail to activate. Special attention to scope hierarchy is required during debugging.
  2. Excessively high values unlocking advanced designs prematurely: Naval experience directly affects the unlock of ship variant designs. Granting excessive experience causes the player or AI to bypass normal technology progression, breaking game balance. It is recommended to calibrate values reasonably by referencing the amounts given in vanilla focuses.